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Implants

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Page Contents Current As of Patch: 20/05/2014

Implants are a permanent item that can be used to enhance your soldier with gameplay perks. Implants can be obtained from general gameplay by doing things such as capturing bases, killing enemies, and potentially support actions and alerts. They can also be obtained via the Depot for Certification Points or Station Cash, in packs of 3 or 5, or crafting using the new Nano-Cycler page also gives random implants. Implants are equipped on the loadout screen next to your melee weapon. There are currently three different tiers of implants. Tier 1 can be obtained from gameplay and the Depot packs. Tier 2 has a good chance of being in either of the Depot packs and can occasionally be gained from gameplay. Tier 3 can only be obtained via crafting.

Implants require energy to function and having one equipped constantly drains energy while you're alive. New consumables called the Super Charger and the Ultra Charger have been added which are required to use implants. Using a charger adds to your energy pool from which all implants draw their power and consumes the charger. Chargers can be obtained from general gameplay or combining two different tier implants. The Depot also has the Ultra Charger for sale for Certification Points or Station Cash. The tier of the implant decides how much energy is drained with tier 1 at 0.5, tier 2 at 0.75, and tier 3 at 1 per second.

An icon of the currently active Implant will also appear on the players Heads Up Display (HUD).

Implant List Edit

Tier 1 Edit

Implant Icon HUD Icon Benefit
Enhanced Targeting
Enhanced Targeting
Icon implants hud enhancedTargeting 128
Displays a HUD health bar when aiming at a spotted enemy up to 250m (Without the implant it's 10m). Does not show enemy shields. Also, increases range of reticle IFF to 60m.

Everyone starts with this implant. It cannot be used for crafting.

Battle Hardened
Battle Hardened
Icon implants hud battleHardened 128
Reduces infantry camera shake from explosions and also reduces flinching when being shot.
EOD HUD I
EOD HUD I
Icon implants hud eodHud 128
Displays enemy explosives within 10m on your HUD.
Hold Breath I
Hold Breath I
Icon implants hud holdBreath 128
Increases hold breath duration by 25%.
Regeneration I
Regeneration I
Icon implants hud regeneration 128
Regenerates 4% non-MAX infantry health per second when not taking damage.
Safe Landing I
Safe Landing I
Icon implants hud safeLanding 128
Reduces non-MAX infantry fall damage. Fall damage starts at 20m with a lethal fall now being 60m.

Tier 2 Edit

Implant Icon HUD Icon Benefit
EOD HUD II
EOD HUD II
Icon implants hud eodHud 128
Displays enemy explosives within 15m on your HUD.
Hold Breath II
Hold Breath II
Icon implants hud holdBreath 128
Increases hold breath duration by 50%.
Marker
Marker
Icon implants hud marker 128
Auto spot enemies whom you damage.
Regeneration II
Regeneration II
Icon implants hud regeneration 128
Regenerates 5% non-MAX infantry health per second when not taking damage.
Safe Landing II
Safe Landing II
Icon implants hud safeLanding 128
Reduces non-MAX infantry fall damage. Fall damage starts at 30m with a lethal fall now being 90m.

Tier 3 Edit

Implant Icon HUD Icon Benefit
Awareness
Awareness
Icon implants hud awareness 128
Auto spot enemies who damage or kill you, unless they're using a silenced weapon.
Clear Vision
Clear Vision
Icon implants hud clearVision 128
Protects non-MAX infantry from concussion and flash grenade effects.
Counter-Intelligence
Counter-Intelligence
Icon implants hud counterIntelligence 128
Informs you when you've been spotted.
EMP Shield
EMP Shield
Icon implants hud empShielding 128
Protects non-MAX infantry from the effects of EMP grenades.
EOD HUD III
EOD HUD III
Icon implants hud eodHud 128
Displays enemy explosives within 20m on your HUD.
Hold Breath III
Hold Breath III
Icon implants hud holdBreath 128
Increases hold breath duration by 75%.
Rangefinder
Rangefinder
Icon implants hud rangeFinder 128
Displays the range of any target within 500m on your HUD.
Regeneration III
Regeneration III
Icon implants hud regeneration 128
Regenerates 6.67% non-MAX infantry health per second when not taking damage.
Safe Landing III
Safe Landing III
Icon implants hud safeLanding 128
Reduces non-MAX infantry fall damage. Fall damage starts at 50m with a lethal fall now being 150m.
Sensor Shield
Sensor Shield
Icon implants hud sensorShield 128
Make infantry undetectable to enemy radar equipment and motion sensors except when jumping or moving at sprint speed or faster.

Charger List Edit

Charger Icon Energy Acquired From Tier

Standard Charger

Icon implant charger1 128
1800 You receive this as a general gameplay reward. 1
Super Charger
Icon implant charger2 128
3600 Created by combining a tier 1 and tier 2 implant. 2
Ultra Charger
Icon implant charger3 128
24000 Created by combining a tier 2 and tier 3 implant. Can also be purchased from the depot with certs or station cash.

The Ultra Charger provides more energy per implant than the Super Charger.

3

Crafting and RecipesEdit

A new page has been added to the ESC menu, to the left of the Depot, called the Nano-Cycler. From this page you can craft implants, chargers, and add to your energy pool. There are currently 3 different recipes that can be used on the Nano-Cycler page.

Recipe Creates
Three Of The Same Tier Of Implants A random implant of the same tier used in the crafting process. Will not return an implant of the type recycled if 3 of the same implant are used in this formula.
Five Of The Same Tier Of Implants A random implant of a tier higher than the tier used in the crafting process. Tier 3 implants can't be used this way.
Two Implants Of Different Tiers A tier 1 and tier 2 implant create a Super Charger. A tier 2 and tier 3 implant create an Ultra Charger.


Crafting Implants and Batteries00:56

Crafting Implants and Batteries

History Edit

Recently a new roadmap thread detailed some changes to implants based on feedback, the article has be en updated to reflect this. Nearing the release of Implants, Matthew Higby created a post detailing some of the upcoming items in Game Update 13. Some of which detailed the upcoming Implants, their abilities, and cost. These costs were in the form of certs and station cash and they decayed over time. The community at large disagreed with this and many believed they should be available permanently for large cert costs or via infantry resources. As a result of this feedback, SOE delayed Implants to change them up and take community feedback into play.

"After reading through your comments we have decided to go back to the drawing board on implants. They will not be coming with GU13." ~John Smedley (Tweet 1) (Tweet 2)

During development of Implants, there were three tiers of the implants with different icons similar to the design of Boosts. Some of these implants were removed, while others remained the same or merely changed names.

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